]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
fix ammo usage, and revert the size change to the electro blobs, it's not even needed...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index e7780624ff14e2220e9cb838d6459ac37d5f9d13..1959d9a983bf90a28a3d36cf0940654dd2c7f468 100644 (file)
@@ -142,7 +142,7 @@ void W_Electro_Attack2()
 {
        local entity proj;
 
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+       W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -166,7 +166,7 @@ void W_Electro_Attack2()
        proj.movetype = MOVETYPE_BOUNCE;
        W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
        proj.touch = W_Plasma_Touch;
-       setsize(proj, '0 0 -3', '0 0 -3');
+       setsize(proj, '0 0 -4', '0 0 -4');
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
        proj.health = cvar("g_balance_electro_secondary_health");
@@ -184,23 +184,129 @@ void W_Electro_Attack2()
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
 }
 
-// experimental lightning gun
-void W_Electro_Attack3 (void)
+.entity lgbeam, exteriorlgbeam;
+.float nextdamagethink;
+void lgbeam_think()
 {
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
-       W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
+       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.BUTTON_ATCK == 0)
+       {
+               remove(self);
+               return;
+       }
+
+       self.nextthink = time;
+
+       makevectors(self.owner.v_angle);
+       vector angle;
+       angle = v_forward;
+
+       vector force;
+       force = angle * cvar("g_balance_electro_primary_force");
+
+       traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+
+       self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
+}
+
+// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
+void exteriorlgbeam_think()
+{
+       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0)
+       {
+               sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
+               remove(self);
+               return;
+       }
+
+       if (time - self.shot_spread + random() * 0.2 > 0)
+       {
+               self.shot_spread = time + 2;
+               sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
+       }
+
+       self.nextthink = time;
+
+       makevectors(self.owner.v_angle);
+       vector angle;
+       angle = v_forward;
+
+       traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
 
-       WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
+       if(self.nextdamagethink <= time)
+       {
+               if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
 
-       float i;
-       for (i = 0; i < vlen(trace_endpos - w_shotorg)/25; ++i)
+               // apply the damage
+               if(trace_fraction < 1)
+               {
+                       vector force;
+                       force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+                       Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
+                       W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+               }
+               self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
+       }
+
+       self.angles = '0 0 0';
+       self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
+
+       // v_forward, v_right, v_up now are the ACTUAL directions
+       // express self.angles in terms of them to aim at target!
+       self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
+}
+
+// experimental lightning gun
+void W_Electro_Attack3 (void)
+{
+       entity beam, oldself;
+
+       self.lgbeam = beam = spawn();
+       setmodel(beam,"models/turrets/phaser_beam.md3");
+       beam.effects = EF_LOWPRECISION;
+       beam.solid = SOLID_NOT;
+       beam.think = lgbeam_think;
+       beam.owner = self;
+       beam.movetype = MOVETYPE_NONE;
+       if(gettagindex(self.weaponentity, "shot"))
+               setattachment(beam, self.weaponentity, "shot");
+       else
+               setattachment(beam, self.weaponentity, "tag_shot");
+
+       oldself = self;
+       self = beam;
+       self.think();
+       self = oldself;
+
+       self.exteriorlgbeam = beam = spawn();
+       setmodel(beam,"models/turrets/phaser_beam.md3");
+       beam.effects = EF_LOWPRECISION;
+       beam.solid = SOLID_NOT;
+       beam.think = exteriorlgbeam_think;
+       beam.owner = self;
+       beam.movetype = MOVETYPE_NONE;
+       //beam.viewmodelforclient = self;
+       if(self.weaponentity.oldorigin_x > 0)
        {
-               pointparticles(particleeffectnum("electro_lightning"), w_shotorg + (i / floor(vlen(w_shotorg - trace_endpos)/25)) * (trace_endpos - w_shotorg), w_shotdir * 1000, 1);
+               setattachment(beam, self.exteriorweaponentity, "");
+               setorigin(beam, self.weaponentity.oldorigin);
+       }
+       else
+       {
+               if(gettagindex(self.exteriorweaponentity, "shot"))
+                       setattachment(beam, self.exteriorweaponentity, "shot");
+               else
+                       setattachment(beam, self.exteriorweaponentity, "tag_shot");
        }
 
-       if (trace_fraction < 1)
-               Damage(trace_ent, self, self, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_electro_primary_force") * w_shotdir);
+       beam.shot_spread = 0;
+       beam.bot_dodge = TRUE;
+       beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+
+       oldself = self;
+       self = beam;
+       self.think();
+       self = oldself;
 }
 
 void spawnfunc_weapon_electro (void)
@@ -224,6 +330,7 @@ void w_electro_checkattack()
 }
 
 .float bot_secondary_electromooth;
+.float BUTTON_ATCK_prev;
 float w_electro(float req)
 {
        if (req == WR_AIM)
@@ -252,14 +359,27 @@ float w_electro(float req)
        else if (req == WR_THINK)
        {
                if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
                {
-                       if(cvar("g_balance_electro_lightning"))
-                               W_Electro_Attack3();
-                       else
-                               W_Electro_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+                       if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
+                       {
+                               if(cvar("g_balance_electro_lightning"))
+                               {
+                                       if (self.BUTTON_ATCK_prev == 0)
+                                       {
+                                               W_Electro_Attack3();
+                                       }
+                                       self.BUTTON_ATCK_prev = 1;
+                               }
+                               else
+                               {
+                                       W_Electro_Attack();
+                               }
+                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+                       }
+               } else {
+                       self.BUTTON_ATCK_prev = 0;
                }
+
                if (self.BUTTON_ATCK2)
                if (time >= self.electro_secondarytime)
                if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
@@ -286,7 +406,12 @@ float w_electro(float req)
        else if (req == WR_SETUP)
                weapon_setup(WEP_ELECTRO);
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+       {
+               if(cvar("g_balance_electro_lightning"))
+                       return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
+               else
+                       return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+       }
        else if (req == WR_CHECKAMMO2)
                return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
        else if (req == WR_RESETPLAYER)